Some developers on the space horror blockbuster Callisto Protocol say they were omitted from the end credits sequence despite extensive work on the game and key contributions to the finished product. The claims come amid a renewed push throughout the video game industry to fix a broken crediting system that often punishes lower-ranking employees and those who leave prior to the final release date.
In a new report by GamesIndustry.biz, former employees at Striking Distance Studios say they believe around 20 developers were left off Callisto Protocol’s long end-of-game credits roll. Many were surprised by the omission, and say the studio never formally communicated a policy of leaving developers off the credits if they left before the game shipped. A few regard it as punishment for taking a job somewhere else.
“[The credits omission] felt like an obvious F-U to those who were left out,” one source tells GamesIndustry.biz. “Somebody wanted to send a message, and the message was, ‘Next time have a bit more loyalty to us.’”
Striking Distance was formed by former Dead Space director Glen Schofield in 2019 after leaving Call of Duty studio Sledgehammer Games. Late last year as its debut game was finishing development, Schofield was criticized for a tweet that endorsed crunch culture, celebrating sacrifice and long overtime hours.
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While he later deleted the tweet and apologized, Bloomberg subsequently confirmed that at least some developers at the studio had crunched during production. Schofield told Bloomberg that some staff were “working hard for a few weeks” but that no overtime was mandatory.
Some former developers now tell GamesIndustry.biz that studio management would make promises to address crunch culture in the very same meetings where it would praise the long hours people had put in. “My issue is those of us who took part in that culture, who put in that time, and worked intensely to help craft this product, were punished with a credit omission for not going the extra mile…to stay until it shipped.”
The International Game Developers Association announced a plan last August to try and standardize how developers are credited for their work, and foster the spread of tools that can make it easier to update end credits scrolls when they are missing someone or contain other inaccuracies. “Game credits are hard, particularly in AAA,” former Naughty Dog communications manager, Scott Lowe, tweeted in reaction to today’s GamesIndustry.biz report. “But the answer is easy: credit everyone. Gating by time and subjective assessments of value/impact is messy and cruel.”
Striking Distance Studios did not immediately respond to a request for comment.
Bizarrely, after a biophage mutant, limbs falling off it as easily as scooping into a pudding, puts its hands into my mouth and rips my jaw from my face for the fifth time, it comes to me: Oh, this is a transportation game.
The Callisto Protocol takes place on a moon run by tentacled enemies with loose limbs, but Dead Space game designer Glen Schofield’s so-called spiritual successor would rather lead you by the hand through its squishy, wet, visually impressive labyrinth than let you revel in killing those enemies. Killing is never really the point, getting to the next location so that you can escape is. It’s more Death Stranding than Dead Space.
As cargo ship pilot Jacob—who I thought really looked like soap opera star Josh Duhamel before realizing it was soap opera star Josh Duhamel replicated in sweaty, heroic detail—you need all the help you can get in order to escape the Black Iron Prison on Jupiter’s moon, Callisto. You don’t know why you were thrown into one of its inhospitable cells to begin with, why something called a CORE device has been jammed into your neck, syncing to your thoughts and health, why there are monsters everywhere, or if you should trust inmates Elias (Zeke Alton) or Dani (Karen Fukuhara), the latter of whom crashed your ship and got you into this shit.
Screenshot: Striking Distance Studios / Kotaku
But when they tell you to meet them at the tram, or take an intimidatingly tall ladder underground, or activate this or that control panel, you listen, and you start running. What else are you going to do? You’re trapped, there’s blood everywhere, do you have a better idea?
No, not really. You do what Elias and Dani tell you, their voices crackling through your DualSense controller (or your CORE device) while the prison creaks and falls apart. The sound design is impressively meticulous—Black Iron is filled with an ambient whine, pieces of metal crashing and clanging, while your zombified enemies, or biophages, take on the low notes, the scuttling, screaming, and gurgling all around you.
I don’t think Callisto is a particularly scary horror game—watching Jacob’s neck get twisted around and cracked like a knuckle is entertaining the first time, then an inconvenience once I realize this death scene repeats and is unskippable—but its multilayered audio keeps me at a giddy low-level anxiety. Like waiting for a text, or looking at the sun and realizing you can’t see, for a moment, after you look away.
More hit or miss but still often admirable is the getting there, which the game is most interested in—fighting a biophage is a temporary distraction. Your plan to escape Black Iron sends you flying down sewer drains, trudging through a snowstorm, and through dim hallways glossed in organic matter, fleshy pods, sinuous tendrils, and slime. It sends you everywhere, in front of gorgeous lunar vistas and lit-up desktop screens and hurtling through space. Pristine white walls. Sticky floors. Air vents smeared with blood and loaves of glistening pink flesh. It makes you want to see more. And on the PS5, Callisto is able to deliver every high-shine, nitty-gritty detail with zero issues. Or, close to zero—sometimes my gun would mysteriously vanish before reappearing.
The CallistoProtocol also plays with the pace of this journey, often forcing Jacob to crawl quietly through tight cave walls or around blind biophages or thud his large, spacesuited body into a heavy sprint. Confronting so many different textures at so many different speeds feels great with haptic feedback—even grabbing an ammunition box or in-game currency, Callisto Credits, triggers a satisfying, unique thwack. Callisto is like tangible cinema in this way, slow and steady, which might require readjusting some expectations if you were hoping for on-your-toes horror.
But as varied and masterful as the getting there often looks and physically feels, I eventually tire of hearing my companions tell me I’m getting close only to fall through a collapsed walkway, or finally reach Callisto’s cold surface just to be immediately instructed back inside by the Herculean zombies. At these points, the game feels aimless, and I have no sense of the progress I’ve made. My frustration only heightens when I’m stuck in a room full of unrelenting zombies.
Nothing a little concealer can’t help.Screenshot: Striking Distance Studios / Kotaku
The zombies might be the least enjoyable part of Callisto’s journey, which is not ideal, considering they’re Jacob’s motivation for getting out, and presumably your motivation to be curious and find out where they came from. As I learn by dying so, so, so many times—so many times, that around halfway through the game, I turn on the easiest setting, which still inexplicably lets some enemies kill you in two lazy hits—the zombies are coming from everywhere.
I love Dark Souls, the famous benchmark for difficult games, but unlike a FromSoftware boss fight, you can’t “learn” how to progress past Callisto Protocol’s vitriolic biophage hordes because they seem to spawn randomly and out of nowhere. “Are they invisible now?!” I scream at my PS5, either before or after I screamed, “I hate this fucking game!!!”
Biophages will pop out suddenly from rattling vents or from an otherwise empty room. They will look like they’re frozen, encased in ice, and then suddenly be very alive, warm, and murderous. They come in many different shapes: standard decaying, decaying with armor on, decaying and projectile vomiting, wriggling at you with with snowball-sized, erupting pustules on their backs, coming at you looking like evil mutant axolotl and then turning invisible (?!).
You are given an arsenal to deal with them, primarily a sizzling stun baton for close combat, a hand cannon pistol and brain-blasting riot gun, and a gravity restraint projector (GRP) sleeve that bends gravity to hold enemies captive in the air until you throw them into a spiked wall, or spinning fan blade, or off a ledge.
In the game’s early stages, only the baton and its characteristic whack feel like they’re actually doing anything useful—enemies soak up your shrimpy default bullets like you’re flicking marbles into a funeral pyre, which also makes it impossible to efficiently manage hordes. But as you progress, you can find the blueprints for additional weapons like an assault rifle and skunk gun, and use Callisto Credits to buy upgrades from Reforge locations throughout the game which, much to my amusement, doesn’t let you buy more than one thing at a time. Before every boss fight, I’d spend five minutes individually buying ten ammo boxes.
Callisto wastes your time in small, unnecessary ways like that. Audio logs you collect from corpses throughout the game should help you unravel the story’s secrets, but they don’t play automatically—you have to enter your menu manually, select them, and stay in the menu. If you exit, they’ll stop playing.
But the most irritating waste of time that made me consider, at my lowest moments, throwing my PS5 controller into the sludgy depths of the Gowanus Canal, is Callisto’s sometimes faulty dodge mechanic.
When you confront any enemy, you are expected to dodge their attacks by holding your left stick in the opposite direction of their swing, or down if you’re blocking it. The game tells you that there is no timing window, just get it done, but I dodge so many times and get yet another long, unskippable death animation—Jacob’s skull getting stamped on and turned into an ocean spray of blood, Jacob’s eyes getting gouged by fat zombie thumbs, Jacob’s nose turning concave from all the fat zombie hits to the face—to know that can’t be true.
Callisto’s two-headed bosses are the worst at fumbling your dodge mechanic. So much as thinking about hitting them with your stun baton instead of staying far away and shooting them will lead to an immediate skewer through the chest. Make sure you spend five minutes collecting bullets or health top-ups from the Reforge, too. Found resources are limited, and manually saving the game starts you from your last checkpoint, so if you start a fight with low health and an unloaded gun, consider your fate sealed.
But for all these momentary irritations, I finish the game on a high. “There’s always a price to pay,” a villain repeats throughout The Callisto Protocol, reminding Jacob that making fallible, flabby humans great necessitates sacrifice. And in pursuit of video game greatness, I loved what I saw, so much so that I was willing to pay the price in faulty dodge mechanics. But as far as actual price goes, I don’t think anyone should buy a $60 game, full stop, but especially not one that currently seems to be running abysmally on PC and won’t get PlayStation’s New Game Plus until a free update lands on February 7, 2023. But.
I consider The Callisto Protocol one of the most ambitious games I played this year, maybe even the most next to Elden Ring (though I think Elden Ring is in a league of its own—I don’t know if anything will be able to approach its depth and sophistication for a long time). Its thoughtful attention to environment, sound, and touch is what, I think, next-gen gaming should be like: an experiment with the senses and with story. The game has its issues, too, which can’t be ignored. But at least it feels human.
Callisto Protocol, out next month on consoles and PC, is a horror game that looks and plays a lot like the beloved Dead Space franchise. And like Dead Space, Callisto Protocol will feature some gnarly-looking deaths, both for you when you screw up and bite it, and for your alien foes when you slaughter them. But some of these gruesome and chilling death animations will be locked behind the game’s season pass according to new details spotted on the game’s Steam store page. And that’s kinda dumb and weird.
In the year of our lord two-thousand and twenty plus two, nearly every big and small game released includes some mix of DLC, paid expansions, and season passes. This is just how things work these days. It’s been like this for so long that most of us barely even recognize just how much shit publishers are trying to sell us all beyond the actual game. But then a company sticks death animations behind a paywall and it’s a good reminder of just how silly and greedy the game industry can be some days. Case in point, yeah, apparently some death animations in the upcoming horror game Callisto Protocol are only available to players who buy the season pass.
As spotted by VGC, over on the horror game’s Steam page, you can find updated details about what you get when you buy the various versions of the game and its season pass. And according to the details listed on Steam, 25 different death animations are being sold via two different DLC packs. 13 of these animations are for the main character of Issac Clarke Jacob while the other 12 are additional enemy death animations. The season pass is included with the digital deluxe edition, which costs $80 on PC. (The base game is $60.)
Here’s what the text currently says on the game’s Steam page:
The Season Pass includes:
Outer Way Skin Collection: Bear the armor of the Outer Way, an underground insurgency pitted against the UJC, as you fight to survive the horrors of Callisto.
Contagion Bundle: Discover the ultimate survival horror experience with a new mode, Contagion. With reduced ammo and health drops, a customized difficulty and permadeath – there are no second chances to escape Black Iron Prison or the horrors lurking beneath the surface of Callisto. The Contagion Bundle also includes thirteen new Jacob death animations and the Watchtower Skin Collection.
Riot Bundle: Venture into a previously undiscovered area of Black Iron Prison and battle through waves of brutal enemies. Gather credits to upgrade your weapons, or forge new ones, and survive the onslaught as long as you can in Riot, an all-new mode. The Riot Bundle also includes twelve new enemy death animations and the Engineer Skin Collection.
Story DLC: Dig deeper into the horrifying secrets of The Callisto Protocol.
Now to be clear: The season pass DLC comes with more than just death animations and the game is shipping with its own unknown amount of grisly kills. So it’s not like folks who buy just the base game and skip the DLC will be missing out completely. But it does seem very silly to lock death animations of all things behind a paywall, especially in a horror game that has spent much of its marketing showing off how violent and gory its kills will be in the full game.
Some may not care, or may suggest that it’s just a minor bit of content locked away from folks who only buy the vanilla game. But I can’t help but wonder what happens if this, like DLC and season passes more broadly, becomes the norm moving forward. This isn’t even the first time a publisher has charged players for extra animations. Sega did it earlier this year as part of the release of Sonic Origins.
What happens if this becomes yet one more thing we all put up with? What other “small” parts of the game can be cut from the main release and sold separately? Extra reload animations? Extra idle dialogue? Bonus pieces of scenery to help levels look less boring? Seems silly, but we are literally watching publishers lock animations behind DLC and paywalls. What’s next? I’m scared to find out.
Callisto Protocol is out December 2 on PS5, PS4, Xbox Series X/S, Xbox One, and PC.